Contents

Mission Configuration

Description.ext

A wide range of Description.ext entries lets you to configure respawn settings for your mission.

// Respawn type, see the table below
respawn = 2;
// Delay in seconds before playable unit respawns.
respawnDelay = 10;
// Delay in seconds before vehicle respawns.
respawnVehicleDelay = 60;
// 0 to disable the score table (it can still be opened manually by pressing 'P' key).
respawnDialog = 0;
// Respawn templates from CfgRespawnTemplates. You can combine any number of them together.
respawnTemplates[] = {"Counter","Wave"};
// Side specific respawn templates. When undefined, general respawnTemplates are used instead.
respawnTemplatesEast[] = {"Counter"};
// 1 to respawn player when he joins the game. Available only for INSTANT and BASE respawn types.
respawnOnStart = 1;
// When 1, the score table contains score of all playable units as opposed to players only.
aikills = 1;

Files

When you create files called onPlayerKilled.sqf and onPlayerRespawn.sqf in your mission directory, they will be automatically executed on player's computer when he dies and respawns.

killer: Object - a unit who killed player. objNull when executed on start.

respawnDelay: Number - respawn delay defined either in respawn type or in Description.ext.

!

File name and arguments may change during Alpha / Beta development

Respawn Types

Type is represented either by respawn ID

respawn = 3;

Or by its name

respawn = "BASE";

ID

Name

Description

onPlayerKilled

onPlayerRespawn

0

"NONE"

Show singleplayer death screen

1

"BIRD"

Respawn to a seagull

2

"INSTANT"

Respawn on spot where player died

3

"BASE"

Respawn on a marker(s) start by following strings:

Unit respawn

respawn_west

respawn_east

respawn_guerrila

respawn_civilian

Vehicle respawn

respawn_vehicle_west

respawn_vehicle_east

respawn_vehicle_guerrila

respawn_vehicle_civilian

You can have multiple markers simply by adding any text behind the name, e.g. respawn_west1, respawn_westBase etc. When no markers are defined, player is respawned on position where he started the mission. More about marker respawn can be found here

4

"GROUP"

Respawn to the next available playable unit in a group. When none is left, BIRD respawn is used instead.

5

"SIDE"

Respawn to the next available playable unit of the same side (selected using team switch window). When none is left, BIRD respawn is used instead.

Respawn Templates

Templates are pre-defined scripts called when player dies and respawns. They are defined in an array and can be combined together.

respawnTemplates[] = {"MenuInventory","MenuPosition"};

Additionally, you can define side specific templates. When a side has no unique templates, it will use general respawnTemplates instead.

Automatically fail the mission once all players are dead (for NONE, BIRD, GROUP and SIDE respawn types) or when all respawn tickets are exceeded (for INSTANT and BASE respawn types with Tickets template)

Scripting Commands

System Configuration

Respawn Templates

class CfgRespawnTemplates
{
// Class used in respawnTemplates entry
class myTag_beacon
{
// Function or script executed upon death. Parameters passed into it are the same as are passed into onPlayerKilled.sqf file
onPlayerKilled = "\myAddon\scripts\respawnBeacon.sqf";
// Function or script executed upon respawn. Parameters passed into it are the same as are passed into onPlayerRespawn.sqf file
onPlayerRespawn = "\myAddon\scripts\respawnBeacon.sqf";
// Default respawn delay (can be overwitten by description.ext entry of the same name)
respawnDelay = 20;
// 1 to respawn player when he joins the game. Available only for INSTANT and BASE respawn types// Can be overridden by description.ext attribute of the same name
respawnOnStart = 1;
};
class Spectator
{
onPlayerRespawn = "BIS_fnc_respawnSpectator";
};
};